In very large distributed computer systems, there are significant problems when one considers decentralization of control amongst agents managing resources. Probably the most difficult is that agents must make good fast coordinated decisions based on uncertain and differing views of the global system state. Our thesis is that despite such problems, effective decentralized control systems can be built based on a set of seven design principles which we describe. We also apply these principles to...

Topics: DTIC Archive, CALIFORNIA UNIV BERKELEY DEPT OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCES,...

Online Graphics Course Transformations 2: Rotations Revisited and Coordinate Frames Table of Contents: 00:00 - Foundations of Computer Graphics 02:49 - Coordinate Frames: Rotations 05:16 - Geometric Interpretation 3D Rotations 05:41 - Axis-Angle formula (summary) 06:30 - Foundations of Computer Graphics

Topics: science, graphics, course, ucberkeley, Education, UC, Berkeley, computer

Online Graphics Course Viewing: Perspective Projection Table of Contents: 00:00 - Foundations of Computer Graphics 00:03 - Perspective Projection 01:06 - Overhead View of Our Screen 03:15 - In Matrices 04:33 - Verify 04:52 - Foundations of Computer Graphics

Topics: graphics, course, computer, science, UC, Education, Berkeley, ucberkeley

Online Graphics Course Transformations 2: Normals Table of Contents: 00:00 - Foundations of Computer Graphics 00:15 - Normals 05:41 - Finding Normal Transformation

Topics: science, graphics, course, ucberkeley, Education, UC, Berkeley, computer

Online Graphics Course Transformations 1: Composing Transforms Table of Contents: 00:00 - Foundations of Computer Graphics 00:05 - Composing Transforms 00:51 - E.g. Composing rotations, scales

Topics: science, graphics, course, ucberkeley, Education, UC, Berkeley, computer

Online Graphics Course Math Review: Creating a Coordinate Frame Table of Contents: 00:00 - Foundations of Computer Graphics 01:13 - Coordinate Frames 03:32 - Constructing a coordinate frame?

Topics: science, graphics, course, ucberkeley, Education, UC, Berkeley, computer

Online Graphics Course Math Review: Vectors and Cross Products Table of Contents: 00:00 - Foundations of Computer Graphics 02:04 - Cross product: Properties 03:13 - Cross product: Cartesian formula?

Topics: Berkeley, graphics, science, UC, computer, course, Education, ucberkeley

Online Graphics Course Transforms 1: Basic 2D Transformations Table of Contents: 00:00 - Foundations of Computer Graphics 04:02 - Outline 04:28 - (Nonuniform) Scale 06:16 - Shear 10:53 - 2D Rotations 13:52 - Rotations

Topics: course, science, Berkeley, computer, ucberkeley, graphics, UC, Education

Online Graphics Course OpenGL 1: Window System Interaction and Callbacks Table of Contents: 00:01 - Foundations of Computer Graphics 00:13 - Window System Interaction 00:53 - Basic window interaction code 02:50 - Mouse motion (demo) 04:43 - Mouse drag (demo)

Topics: Berkeley, course, UC, Education, graphics, computer, science, ucberkeley

Online Graphics Course OpenGL 1: Buffers and Matrices Table of Contents: 00:11 - Buffers and Window Interactions 01:45 - Basic setup code (you will likely copy) 03:11 - Outline 03:16 - Viewing in OpenGL 07:13 - Basic initialization code for viewing 08:17 - Foundations of Computer Graphics

Topics: graphics, course, computer, science, UC, Education, Berkeley, ucberkeley

Online Graphics Course Transformations 1: 3D Rotations Table of Contents: 00:00 - Foundations of Computer Graphics 02:04 - Rotations in 3D 05:03 - Geometric Interpretation 3D Rotations 06:29 - Non-Commutativity 08:02 - Arbitrary rotation formula 11:12 - Axis-Angle formula 12:33 - Axis-Angle: Putting it together

Topics: graphics, course, computer, science, UC, Education, Berkeley, ucberkeley

Online Graphics Course Math Review: Matrices Table of Contents: 00:00 - Foundations of Computer Graphics 00:15 - Matrices 00:30 - What is a matrix 01:04 - Matrix-matrix multiplication 04:54 - Matrix-Vector Multiplication 06:14 - Transpose of a Matrix (or vector?) 07:06 - Identity Matrix and Inverses 08:03 - Vector multiplication in Matrix form

Topics: computer, UC, Berkeley, ucberkeley, course, science, graphics, Education

Online Graphics Course OpenGL 2: Basic Geometry Setup Table of Contents: 00:00 - Foundations of Computer Graphics 00:13 - Methodology for Lecture 00:42 - Review of Last Demo 02:16 - Outline 02:45 - Geometry Basic Setup 03:29 - Cube geometry (for pillars) 04:25 - Cube Geometry (separate Color) 05:27 - Cube Colors 07:17 - Drawing with Cube Colors

Topics: graphics, course, computer, science, UC, Education, Berkeley, ucberkeley

Online Graphics Transformations 2: Derivation of gluLookAt Table of Contents: 00:00 - Foundations of Computer Graphics 00:13 - Case Study: Derive gluLookAt 01:33 - Steps 01:50 - Constructing a coordinate frame 03:42 - Steps 03:55 - Geometric Interpretation 3D Rotations 04:23 - Steps 04:38 - Translation 05:10 - Combining Translations, Rotations 05:49 - gluLookAt final form

Topics: computer, UC, Berkeley, ucberkeley, course, science, graphics, Education

Online Graphics Course Viewing: Derivation of gluPerspective Table of Contents: 00:00 - Foundations of Computer Graphics 00:31 - Remember projection tutorial 00:59 - Viewing Frustum 01:44 - Screen (Projection Plane) 02:09 - gluPerspective 02:31 - Overhead View of Our Screen 03:22 - In Matrices 04:44 - Z mapping derivation 07:03 - Outline 07:30 - Mapping of Z is nonlinear 10:00 - Summary: The Whole Viewing Pipeline

Topics: Berkeley, course, UC, Education, graphics, computer, science, ucberkeley

Online Graphics Course: Math Review. First segment on vectors and dot products. Table of Contents: 00:00 - Foundations of Computer Graphics 01:52 - Motivation and Outline 02:53 - Vectors 04:11 - Vector Addition 05:14 - Cartesian Coordinates 07:18 - Dot (scalar) product 09:22 - Dot product in Cartesian components 11:35 - Dot product: some applications in CG 12:06 - Projections (of b on a)

Topics: science, graphics, course, ucberkeley, Education, UC, Berkeley, computer

Online Graphics Course OpenGL 1: Drawing Basic OpenGL Primitives Table of Contents: 00:00 - Foundations of Computer Graphics 00:15 - OpenGL Primitives 00:57 - Geometry 01:46 - GLUT 3D Primitives 01:55 - Old OpenGL: Drawing 04:34 - Old OpenGL: Drawing in Display 05:51 - Old OpenGL: Drawing 06:42 - Modern OpenGL: Floor Specification 07:32 - Modern OpenGL: Vertex Buffer Objects 08:47 - Modern OpenGL: Initialize Buffers 10:44 - Modern OpenGL: Draw Vertex Object 11:48 - Initialization for Drawing,...

Topics: graphics, UC, Berkeley, course, ucberkeley, computer, Education, science

CS 184 - Online Computer Graphics Instructor: Ravi Ramamoorthi Brief history of computer graphics, overview of the field. (Uses some historic and iconic images within fair use constraints for instruction.) Table of Contents: 00:00 - Foundations of Computer Graphics 00:46 - How far we've come: TEXT 01:47 - From Text to GUIs 02:28 - Drawing: Sketchpad (1963) 03:14 - Paint Systems 04:01 - Image Processing 04:39 - Modeling 06:35 - Rendering: 1960s (visibility) 09:14 - Rendering: 1970s (lighting)...

Topics: UC, Education, Berkeley, ucberkeley, course

Online Graphics Course OpenGL 2: Matrix Stacks Table of Contents: 00:05 - Summary OpenGL Vertex Transforms 01:13 - Transformations 04:06 - Drawing Pillars 1 (in display) 05:12 - Drawing Pillars 2 05:21 - Demo

Topics: science, graphics, course, ucberkeley, Education, UC, Berkeley, computer

Online Graphics OpenGL 1: Initializing Shaders Table of Contents: 00:06 - OpenGL Rendering Pipeline 00:45 - Simplified OpenGL Pipeline 01:28 - Shader Setup 02:02 - Shader Initialization Code 03:32 - Linking Shader Program 03:56 - Basic (nop) vertex shader 06:12 - Basic (nop) fragment shader

Topics: graphics, course, computer, science, UC, Education, Berkeley, ucberkeley

CS 184 - Online Graphics Instructor: Ravi Ramamoorthi Course outline and logistics for the online graphics class Table of Contents: 00:00 - Foundations of Computer Graphics 00:13 - 3D Graphics Pipeline 01:31 - 3D Graphics Pipeline 04:03 - Assignment Logistics 05:47 - Workload

Topics: UC, Berkeley, course, Education, ucberkeley

Online Graphics Course Transformations 2: Homogeneous Coordinates Table of Contents: 00:22 - To Do 01:01 - Outline 01:08 - Translation 03:50 - Homogeneous Coordinates 04:56 - Representation of Points (4-Vectors) 13:17 - Combining Translations, Rotations

Topics: graphics, course, computer, science, UC, Education, Berkeley, ucberkeley

Online Graphics Course OpenGL 1: Overview Table of Contents: 00:43 - This Lecture 01:44 - Introduction to OpenGL 02:35 - Why OpenGL? 04:00 - Programmer's View 04:27 - OpenGL Rendering Pipeline 06:56 - GPUs and Programmability 07:54 - Outline

Topics: Berkeley, course, UC, Education, graphics, computer, science, ucberkeley

Online Graphics Course OpenGL 2: Animation Table of Contents: 00:10 - Demo 00:31 - Drawing Teapot (in display) 01:37 - Simple Animation routine 01:56 - Keyboard callback (p to pause)

Topics: graphics, course, computer, science, UC, Education, Berkeley, ucberkeley

Online Graphics Course OpenGL 2: Z-Buffer Table of Contents: 00:38 - Double Buffering 01:38 - Turning on Depth test (Z-buffer) 03:38 - Demo

Topics: graphics, UC, Berkeley, course, ucberkeley, computer, Education, science

Online Graphics Course OpenGL Shading: Motivation Table of Contents: 00:13 - Motivation for Lecture 01:42 - Demo for mytest3 02:49 - Importance of Lighting 04:58 - Brief primer on Color 08:40 - Outline 09:19 - Vertex vs Fragment Shaders

Topics: graphics, course, computer, science, UC, Education, Berkeley, ucberkeley

Online Graphics Course Viewing: Orthographic Projection Table of Contents: 00:34 - Motivation 00:51 - Demo (Projection Tutorial) 02:05 - What we've seen so far 02:49 - Outline 03:00 - Projections 03:36 - Orthographic Projection 04:33 - In general 06:10 - Orthographic Matrix 06:21 - Transformation Matrix 09:10 - Orthographic Matrix 09:49 - Final Result

Topics: Berkeley, graphics, science, UC, computer, course, Education, ucberkeley

Online Graphics Course OpenGL Shading: Gouraud and Phong Shading Table of Contents: 00:05 - Gouraud Shading -- Details 04:23 - Gouraud and Errors 05:28 - Phong Illumination Model 07:13 - 2 Phongs make a Highlight 08:13 - Simple Vertex Shader in mytest3 09:36 - Outline

Topics: Berkeley, course, UC, Education, graphics, computer, science, ucberkeley

Online Graphics Course OpenGL 2: Texture Mapping Table of Contents: 00:09 - New globals and basic setup 01:31 - Simple Toggles for Keyboard 01:41 - Adding Visual Detail 03:15 - Texture Mapping 03:36 - Setting up texture 04:10 - Texture Coordinates 05:15 - Specifying the Texture Image 05:39 - Texture Image and Bind to Shader 06:49 - Drawing with Texture 07:52 - Final Steps for Drawing (+Demo)

Topics: Berkeley, graphics, science, UC, computer, course, Education, ucberkeley

Online Graphics Course OpenGL Shading: Lighting and Shading Table of Contents: 00:23 - Lighting and Shading 01:34 - Types of Light Sources 06:48 - Material Properties 09:13 - Emissive Term 10:13 - Ambient Term 11:23 - Diffuse Term 13:32 - Specular Term 15:01 - Idea of Phong Illumination 16:21 - Phong Formula 18:32 - Alternative: Half-Angle (Blinn-Phong)

Topics: Berkeley, graphics, science, UC, computer, course, Education, ucberkeley

First Online Lecture for Computer Graphics Course. Overview: Motivation of why 3D Graphics is important. Table of Contents: 00:00 - Foundations of Computer Graphics 00:29 - Instructor 03:11 - Goals 04:32 - Image Synthesis Examples 05:14 - Why Study 3D Computer Graphics? 05:43 - Applications 07:28 - Digital Visual Media 09:06 - Why Study 3D Computer Graphics?

Topics: Berkeley, ucberkeley, Education, UC, course

Shared memory multiprocessors are considered among the easiest parallel computers to program. However, building shared memory machines with thousands of processors has proven difficult. Two main problems are the long latencies to shared memory and the large network bandwidth required to support the shared memory programming style. In this dissertation, we quantify the magnitude of these problems and evaluate multithreading and caching as mechanisms for solving them. Multithreading works by...

Topics: DTIC Archive, CALIFORNIA UNIV BERKELEY COMPUTER SCIENCE DIV, *COMPUTER BENCHMARKING, *MEMORY...

Online Graphics Raytracing 1: Optimizations Table of Contents: 00:00 - Foundations of Computer Graphics 00:07 - Acceleration 00:52 - Acceleration Structures 01:58 - Acceleration Structures: Grids 03:31 - Acceleration and Regular Grids

Topics: UC, Berkeley, Education, course, ucberkeley

Online Graphics Raytracing 1: Ray Casting Table of Contents: 00:00 - Foundations of Computer Graphics 00:10 - Effects needed for Realism 01:11 - Ray Tracing 02:09 - Outline 02:26 - Ray Tracing: History 04:37 - Outline in Code 05:44 - Outline 06:00 - Ray Casting 09:44 - Comparison to hardware scan-line

Topics: ucberkeley, Education, course, UC, Berkeley

Online Graphics Raytracing 1: Shadows and Reflections, includes Recursive Ray Tracing (and canonical Whitted image per fair use). Table of Contents: 00:00 - Foundations of Computer Graphics 00:08 - Shadows 01:23 - Shadows: Numerical Issues 02:04 - Mirror Reflections/Refractions 02:34 - Recursive Ray Tracing 03:53 - Problems with Recursion 04:49 - Effects needed for Realism

Topics: UC, Education, Berkeley, ucberkeley, course

This thesis develops new methods for addressing the problem of software security bugs, shows that these methods scale to large commodity software, and lays the foundation for a service that makes automatic, effective security testing available at a modest cost per bug found. We make the following contributions * We introduce a new search algorithm for systematic test generation that is optimized for large applications with large input files and exhibiting long execution traces where the search...

Topics: DTIC Archive, CALIFORNIA UNIV BERKELEY DEPT OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE,...

Online Graphics Raytracing 2 - Nuts and Bolts: Lighting Calculations and Shading Table of Contents: 00:07 - Outline in Code 00:19 - Shadows 00:44 - Shadows: Numerical Issues 01:17 - Lighting Model 02:25 - Material Model 02:44 - Shading Model

Topics: UC, Berkeley, course, Education, ucberkeley

Online Graphics Raytracing 1: Ray-Surface Intersection (Triangles and Spheres)

Topics: UC, Berkeley, ucberkeley, course, Education

Online Graphics Course Raytracing 2 - Nuts and Bolts: Recursive Ray Tracing Table of Contents: 00:07 - Mirror Reflections/Refractions 00:35 - Basic idea 01:24 - Recursive Shading Model 02:31 - Problems with Recursion 03:19 - Some basic addons

Topics: Education, Berkeley, course, ucberkeley, UC

Online Graphics Raytracing 2 - Nuts and Bolts: Camera Ray Casting Table of Contents: 00:11 - Outline 00:24 - Outline in Code 00:38 - Ray Casting 01:06 - Finding Ray Direction 02:22 - Similar to gluLookAt derivation 02:48 - Constructing a coordinate frame 03:58 - Canonical viewing geometry

Topics: UC, Berkeley, Education, course, ucberkeley

Online Graphics Raytracing 2 - Nuts and Bolts: Ray-Object Intersections Table of Contents: 00:22 - Outline in Code 00:38 - Ray-Sphere Intersection 03:39 - Ray-Triangle Intersection 05:33 - Ray inside Triangle 08:24 - Other primitives 08:54 - Ray Scene Intersection 10:26 - Ray-Tracing Transformed Objects 11:29 - Transformed Objects

Topics: ucberkeley, Education, course, UC, Berkeley

NUKE SIM Micro-Meltdown: A Nuclear Reactor Simulation by Chris Latham and John Erickson (Editor's Note: The following article and program, as well as others in this issue, are intended to acquaint Rainbow readers with the concept of computer Simulations. NUKE SIM was especially commissioned by the Rainbow to help kick off our Simulation Contest. In order to ensure that we had a first-rate Simulation to serve as an example, we contacted two top-flight programmers whose accomplishments...

Topics: coco, color computer, rainbow, basic, game, vintage_basic_games

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